Theo -- and everyone else (where applicable) -- some notes on Die Modifiers you may have coming to you, in the Combat we're aboout to engage in:
When you roll Skill Dice to make an attack:
The quick-and-dirty rule of thumb is that any Attack skill check of 8+ is a hit. Unless told otherwise by the GM, assume this to be true. However, the Result of the Skill check (the final number that you got, after all DMs) is then
always subtracted from the Target Number -- the aforementioned 8+, if not informed otherwise. This is the
Effect of your attack. It can either take the form of a simple Die Modifier (DM) = Effect Number, or the Effect number is compared to a table, where "degrees of success" are listed. Either way the formula is
always Your Roll minus Target Number. This will result in values both positive and negative, as well as Zero.
ALL RESULTS ARE RELEVANT. They may, ultimately, do nothing, but they are
important to calculate, anyway. Specific Weapons
may also be defined as having
specific-to-them Effect results.
Weapon Range: If your Weapon has a listed Range score
Short Range: 1/4 of the listed Range score. If a target lies within one quarter of a weapon’s Range score, the attacker will gain DM+1 to
all attack rolls made with it as he will be within the weapon’s Short Range.
Medium Range: the listed Range score.
Long Range: 2 times listed Range score. If a target is beyond the weapon’s Range but less than twice the Range away, it is at Long Range.
The attacker will suffer DM-2 when making an attack roll.
Extreme Range: 4 times listed Range score. If a target is beyond the weapon’s Long Range but less than four times the Range away, it is
at Extreme Range. The attacker will suffer DM-4 when making an attack roll.
The
Scope accessory (
internal Scopes are a Weapon Trait) offset these Range DMs -- but are lost when firing in Auto Mode ^_^
Auto X: These weapons fire multiple rounds with every pull of the trigger, filling the air with a hail of fire. A weapon with the Auto trait
can make attacks in three fire modes: single, burst, and full auto.
Single: Attacks are made using the normal combat rules.
Burst: Make a single Attack roll to hit. Add the Auto score to damage. This uses up a number of rounds equal to the Auto score.
Full Auto: Make a number of Attack rolls equal to the Auto score. All these attacks can be made against a single target or against separate
targets, so long as they are all within six metres of one another. Full auto uses up a number of rounds equal to the Auto score times
three.
So, Theo, your Gauss Rifle has a listed Range score of 600 meters...
Short Range: 150 meters (DM+1)
Medium Range: 600 meters (DM+0)
Long Range: 1,200 meters (DM-2)
Extreme Range: 2,400 meters (DM-4)
It's a pretty fair bet that not one of
any dimention of this Bridge cabin are greater than 150 meters -- so
any target you shoot at, here on the Bridge, is gonna be Short Range. You get to add DM+1 to that To Hit Roll.
The Gauss Rifle has
Auto 3. According to the abouve, you can fire 1 slug, no DM, and use 1 bullet.
OR You can fire a Burst: roll just 1 Attack roll with no DM, then roll Damage as normal (4d) and ADD Effect Number, then ADD +3; using 3 bullets.
OR you can fire Full Auto: making 3 separate Attack rolls with no DM -- each attack roll will generate a separate Effect to go with it, each will roll a separate Damage, but the Auto score is
not added to these Damage rolls. Altogether, you will use 9 bullets.
12:14, Today: Theodore McFarlane rolled 11 using 2d6+3. to hit.
I'm gonna guess you
didn't include the Range mod in that, so, adjusting for that, your Attack roll is a 12.
Attack roll of 12 is higher than 8, so (unless there are Mods we don't know about) you can assume you've hit.
12:15, Today: Theodore McFarlane rolled 15 using 4d6. damage.
I'm
also assuming that, since you rolled
only 4D for Damage, that you're firing in Single Shot mode.
Effect equals Roll - Target; 12 - 8 = 4. You get to add this value to the weapon's Damage; 15 + 4 = 19. And
maybe the GM will add in a Special Result (aka a "Critical Hit"), or
maybe not.
Your Gauss Rifle is also AP (Armor Piercing) 5, so it ignores 5 points of the Protection her armor provides
Now, what follows comes from the Traveller Companion book, which offers
optional rules about various things. StarMaster
may, or may
not, allow you to make use of it -- either for
this attack, or future combats...
[as always, my snarky comments added in Red]
Traveller Companion, page 52:
Specific Locations
The Traveller Core Rulebook assumes that Travellers are shooting at the centre of body mass, and that limbs or heads are hit more or less by accident. If a Traveller wants to shoot or strike at a specific body part they may try to do so. Hitting a specific location is tricky even with an Aimed shot, and is subject to DM-2. If using more rapid-fire modes of combat, DM-6 is used instead.
Failure indicates the [entire] target has been completely missed. The main benefits of shooting at specific locations are to bypass cover or armour, for example shooting an opponent in the leg if his torso is armoured. A wound to a specific location will have the effects noted under Wound Effects, depending on its severity. (rules for Wound Effects found on page 51 of the Traveller Companion).
So,
if StarMaster were to allow this, and as you
only fired a
Single Shot, you
could shoot at, oh,
I dunno -- a kneecap, her cybernetic arm,
anything except her Head or Torso -- and get a DM-2, which would reduce your Attack roll from 12 to 10. Which is
still a hit
(cybernetic arm) with an Effect of 2
(cybernetic arm), rather than 4; damage
(cybernetic arm) would thus be 15 + 2 = 17. And
all of it going to
(cybernetic arm) the specific location
you (cybernetic arm) choose to shoot at.
(cybernetic arm)